Cost Characteristic Value Roll Notes  
8 STR 38 17- Lift: 4800  Damage: 7 1/2d6  END: 4
28 DEX 24 14-  
8 CON 18 13-  
5 INT 15 12- PER Roll: 16-
1 EGO 11 11- Mental Defense: 2 (10 vs. Machine Minds)
15 PRE 25 14- PRE Attack: 5d6
40 OCV 11 ---  
25 DCV 8 ---  
0 OMCV 3 ---  
0 DMCV 3 ---  
30 SPD 5 --- Phases: 3, 5, 8, 10, 12
1 PD 3/18 --- Resistant PD: 15
1 ED 3/18 --- Resistant ED: 15
6 REC 10 ---  
4 END 40 ---  
0 BODY 10 ---  
10 STUN 40 ---  
-4 Running 8m --- END: 1
-1 Swimming 1m --- END: 1
0 Leaping 19m --- Forward: 19m  Upward: 9 1/2m  END: 2
Character Summary      
Real Name: Orang #2 Played By: NPC
Concept: Brick/Martial Artist Nationality: Indonesian
Hair/Eye Color: Reddish Orange/Blue Date of Birth: 1 April 1975
Height/Weight: 4' 5" / 231 lbs Place of Birth: In the vicinity of Palembang, Indonesia
Cost Powers END
48 Cybernetic Hand Weapons: Multipower, 60-point reserve, (60 Active Points); all slots Cybernetics (-1/4)  ---
3f 1) High Voltage Inducer: Killing Attack - Ranged 1d6, Area Of Effect (2m Radius; +1/4), No Normal Defense (Electrical Powers or Being Insulated; All Or Nothing; +1), Does BODY (+1) (49 Active Points); No Range (-1/2), Cybernetics (-1/4)  5
4f 2) Pneumatic Hammering: Hand-To-Hand Attack +8d6, Penetrating (+1/2) (60 Active Points); Hand-To-Hand Attack (-1/4), Cybernetics (-1/4)  6
3f 3) Pneumatic Release: Arms: Blast 8d6, Area Of Effect Nonselective (5m Line; +1/4) (50 Active Points); No Range (-1/2), Cybernetics (-1/4)  5
4f 4) Titanium Claws: Killing Attack - Hand-To-Hand 3d6 (5d6+1 w/STR) (45 Active Points); Cybernetics (-1/4)  4
2f 5) Toxic Talons: (Total: 50 Active Cost, 24 Real Cost) Killing Attack - Hand-To-Hand 2d6 (30 Active Points); No STR Bonus (-1/2), No Knockback (-1/4), Cybernetics (-1/4) (Real Cost: 13) plus Blast 1d6, No Normal Defense (Immunity to Poison; All Or Nothing; +1), Damage Over Time (6 damage increments, damage occurs every Turn, +2) (20 Active Points); No Range (-1/2), Linked (Killing Attack - Hand-To-Hand; -1/2), Cybernetics (-1/4) (Real Cost: 8)  5
18 Cybernetic Limbs: Multipower, 23-point reserve, (23 Active Points); all slots Cybernetics (-1/4)  ---
1f 1) Extendable Arms and Legs: Stretching 5m (5 Active Points); Limited Body Parts (Arms and Legs Only) (-1/4), Stretching Must Be "Straight Line" Extension (-1/4), Cybernetics (-1/4)  1
1f 2) Personal Brachiation: Swinging 10m (5 Active Points); Cybernetics (-1/4)  1
2f 3) Pneumatic Release: Legs: Leaping +15m (19m forward, 9 1/2m upward) (Accurate, x8 Noncombat) (23 Active Points); Cybernetics (-1/4)  2
5 Ape Feet: Extra Limbs (Feet Can Be Used As Hands) (2)  0
5 Bite: Killing Attack - Hand-To-Hand 1 point (2 1/2d6 w/STR)  1
20 Communications Systems and Radio Monitoring: Radio Perception/Transmission (Radio Group), Targeting, Tracking (25 Active Points); Cybernetics (-1/4)  0
4 Cranial Components: Mental Defense (8 points total) (8 Active Points); Only Defends Against Attacks vs. Machine Minds (-1/2), Cybernetics (-1/4)  0
4 Cyber-Enhanced Eyes: Nightvision (5 Active Points); Cybernetics (-1/4)  0
10 Cyber-Enhanced Senses: +4 PER with all Sense Groups (12 Active Points); Cybernetics (-1/4)  0
16 Cyber-Enhanced Skeletal Frame: +20 STR (20 Active Points); Cybernetics (-1/4)  2
26 Internal Battery Pack: Endurance Reserve (100 END, 10 REC) (33 Active Points); Cybernetics (-1/4)  0
3 Internal Clock: Absolute Time Sense  0
2 Life Extension Treatment: Life Support (Longevity: 400 Years)  0
3 Math Chip: Lightning Calculator  0
36 Subdermal Weave: Resistant Protection (15 PD/15 ED) (45 Active Points); Cybernetics (-1/4)  0
Cost Skills
12 +1 Overall 
24 +3 with HTH Combat 
3 Acrobatics 14- 
3 Breakfall 14- 
3 Bugging 12- 
3 Climbing 14- 
3 Computer Programming 12- 
3 Electronics 12- 
--- Everyman Skills 
0 1) Acting 8- 
0 2) AK: Palembang, Indonesia 8- 
0 3) Climbing 8- 
0 4) Concealment 8- 
0 5) Conversation 8- 
0 6) Deduction 8- 
0 7) Language: Indonesian (idiomatic) (4 Active Points) 
0 8) Paramedics 8- 
0 9) Persuasion 8- 
0 10) PS: Assassin 11- 
0 11) Shadowing 8- 
0 12) Stealth 8- 
0 13) TF: Common Motorized Ground Vehicles 
3 KS: Computer Games 12- 
3 KS: Lord Doom 12- 
3 KS: The Metahuman World 12- 
3 Mechanics 12- 
3 Paramedics 12- 
3 PS: Computer Game Designer 12- 
3 Science Skill: Cybernetics 12- 
3 Shadowing 12- 
3 Systems Operation 12- 
11 Tactics 16- 
11 Teamwork 18- 
425+ Complications
20 Distinctive Features: Blatantly Obvious Cybernetic Parts (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 
5 Negative Reputation: Brown-Noser, Frequently (Known Only To A Small Group) 
10 Physical Complication: ounts As Both a "Human Mind" and a "Machine Mind" For Mental Power Class-of-Mind Purposes (Infrequently; Slightly Impairing) 
20 Psychological Complication: Obeys Doctor Simian Without Question (Common; Total) 
10 Watched: Doctor Simian Infrequently (Mo Pow; PC has a Public ID or is otherwise very easy to find; Watching) 
10 Watched: Lord Doom Infrequently (Mo Pow; NCI; Watching) 
Character Point Summary      
Characteristics Cost: 177 Base Points: 425
Powers Cost: 220 Total Matching Complication Points: 75
Martial Arts Cost: 0 Total Experience Points Earned: 0
Skills Cost: 103 Experience Points Spent: 0
Talents Cost: 0 Experience Points Unspent: 0
Perquisites Cost: 0 Total Points: 500
Total Cost: 500    

Like a few other apes, Orang #2 gained his sentience in his adult life. Unlike most, however, his first sentient experience was that of immense pain. It was not that pain was exclusively a sentient experience, but rather although he could think now, the only thing he could think of was the pain. He felt pain through his entire body even in his arms and legs, which he couldn't even move. So, all he could do is lie there and feel pain. He couldn't go to sleep, for the pain wouldn't let him. He couldn't move about the small cage because his limbs didn't respond. All he could do was whimper, "help me."

That whimper was not unheard.


When the door of the room opened and the lights were turned on, it brought a bit of relief to Orang #2. At least now, he had a stimulus other than pain. There were three people there. Orang #2 cringed, hoping that they weren't going to do more to him - not going to cause more pain.

"Don't worry, boy," Franz Metler, the laboratory technician said soothingly. "These guys are from PETA. They're going to take you away and make you feel better."

A woman put a smoke-smelling gun on her back and then helped Franz carry Orang #2's cage down a number of corridors then out a big red door past two bullet-riddled security guards. A man accompanied Franz and the woman the entire way pointing a smelly gun here and there nervously. At the dock was another man with a smelly gun waiting on a boat. Franz waved goodbye to Orang #2 then went back into the building while the second man and the woman took Orang #2 out of his cage and gently lay him in the cage in the boat.

Loud klaxons stoked the pain in his head again, but that subsided as the boat pulled away from the island. So, he was left with only the chronic pain that plagued him for as long as he had his sentient memory.


After nearly an hour on the boat, a small click sounded drawing Orang #2's attention. Panels dropped next to the bars of the cage, obscuring his view of everything else. He couldn't hear the voices anymore but did hear a muffled 'boom'. The cage shook violently and then tumbled until its descent was buffered. But it continued to descend for a minute or two. Much was going on and Orang #2 couldn't do anything. He wanted to panic, but still his limbs did not respond.

A lot had gone on in the past few minutes. His pain had not subsided, but at least he could think of something else. He heard another click and the sinking slowed greatly. A hissing sound followed. The tumbling stopped and the cage began to float upwards.


Dr. Simian smiled to himself as he pulled the floating crate aboard his small yacht. It was the second piece of the puzzle that would be Prime 8. So far, everything was going as planned. The fool of a technician in that imperious Lord Doom's research center would be blamed for everything. He believed that ALF and PETA had arranged the entire ordeal and manipulated the security system. No, indeed, the guards running the system were temporarily knocked out, but the videotape systems would firmly implicate the technician. ALF and PETA were mere pawns, too, but their operatives were no longer existent and their vessel nothing more than flotsam and jetsom now because of the missile strike by Lord Doom's attack helicopter.

The winch did the rest of the work and soon the crate was in the small cargo hold. The brilliant chimp punched a command into the keyboard on the wall commanding the yacht to southwest along the preplanned route. At last, Dr. Simian retrieved a small tube key from his pants pocket and unlocked the crate. He scratched his head when the walls of the crate slid back to reveal Orang #2. He would have to change his plans, but only slightly. It was clear that this ape had no control of his peripheral nerves. Sighing, he put Orang #2 on the bed and injected a strong dose of anesthetic to the pained orangutan.

Doing so, Dr. Simian said to no one in particular, "Ah well, let's see if we can make a silk purse out of a sow's ear."
Cyberangutan is actually pleasant some of the time. But, plagued by headaches, he is much more often grumpy. Perhaps it is because of this that he impresses others as having no sense of humor. This is only heightened by the fact that as Dr. Simian's second-in-command, he likes to make sure that everybody is doing something productive. When not on a mission or working on things that Dr. Simian tasks him with, Cyberangutan likes to write computer games programs (and computer viruses) under a long series of false names and holding identities. His spoof of hunting games, 'Big Game Hunter Hunter III', was a top-seller in 2001. Recently he has completed an educational software with some game elements, 'Apes of the Planet'.
"Stop It! You're giving me a HUGE headache!"
Cyberangutan is a cyborg. His limbs all are built with sliding concentric sheathing to allow him to extend his hands and feet. Pneumatic pistons greatly enhance the strength of arms and legs. Each hand is loaded with an array of weapons, of which his favorite are his titanium talons and toxic talons. In addition to cybernetic limbs, Cyberangutan also has an array of communications, sensory, and tactical gear in his head and back. These pieces of equipment enable him to be an effective field commander in the absence of Dr. Simian.
Mostly covered with polished metal, the few patches of hair on Cyberangutan are of a red-orange hue. Most of the time, he wears some sort of bright colored sweatshirt and sweat pants. On missions, Cyberangutan wears a set of blue overall-style tights that cover most of his entire body except for the head, shoulders, and his cybernetic arms.